Sep 25, 2011, 10:48 AM // 10:48 | #81 |
Desert Nomad
Join Date: Aug 2008
Guild: Fuzzy Physics Institute
Profession: E/
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Star Jewel gives excellent advice, as usual. On the matter of runes and insignia, you have just entered an area where you will receive many pieces of loot armor with these. The Stone Summit dwarves tend to drop a LOT of armor bits compared to most other foes. (How convenient that this happens just at a good time to start learning about armor upgrades. I LOVE the design of this game. ) It will be worth your while to visit the rune trader NPC in Ascalon City and get an idea of which ones are valuable by looking at the prices for which the trader will sell them to you.
Rune trader prices do fluctuate, though the ones that Star Jewel mentioned are consistently valuable because they are always popular. There are a few others as well, such as Blessed insignia. But very valuable runes are rare, so there isn't any need to obsess over checking the price every time you get an armor drop. Familiarity with values will come with time. As a baseline, the trader sells the least valuable runes and insignia (which is most of them) for 100g, and will buy them from you for 25g. These are not worth salvaging unless you need them on your own armor, because you will probably destroy the loot piece while salvaging them, and the loot piece is probably worth more than 25g. You will lose money by salvaging armor indiscriminately, especially when you consider the cost of expert salvage kits and ID kits that you will use up in the process. You will be better off just IDing and merching most armor loot. |
Sep 25, 2011, 03:52 PM // 15:52 | #82 |
Ascalonian Squire
Join Date: Sep 2011
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Ahh, that is great advice from all of you, thanks! I have a new perspective now on experimentation with armor and crafting and your community advice will have an impact on our enjoyment of the experience.
So much depth and subtlety to this game. You all are going to *hate* this comparison, so forgive me. When Summer and I choose our games, we generally have shied away from the really hyper popular ones. We played Gods & Heroes, Tabula Rasa, Age of Conan, had a lot of interest in Earthrise, stuff that was definitely off the beaten track. So we were very late in coming to WoW, we tried it for the first time in 2010 and, although we don't play it any more, we level capped and had fun doing heroic instances in epic gear, and generally maxed out our experience. But it was a real joy playing for a change a game that was mature and highly polished. We were blown away by how much of the WoW world was like that. It *felt* good. Guild Wars has been a similar experience for us. Highly polished, very bug-free, lots of little touches that reveal a mature and refined experience, with tons of features to learn and a wealth of community support. It is a true joy to play and discover these things as we go. But omg, the difference in the community here is breathtaking. So you'll forgive the comparison lol! Anyway, thanks again, I'm sure I'll have more questions, but for now we are having a blast working our through this world and the storyline. We just finished another mission and continue making our way West. Oh, just curious about the materials trader. Is the trader a consignment operator buying and selling player-provided materials, or is he putting new materials into the market and removing old ones? I can see how the prices are based on supply and demand, but does he have an infinite source or does the market dry up if no one sells to him? Just curious, it's a new game mechanic for me. Thanks! Winter Omen & Summer Wrath Last edited by RegnorVex; Sep 25, 2011 at 03:56 PM // 15:56.. |
Sep 25, 2011, 08:22 PM // 20:22 | #83 |
Desert Nomad
Join Date: Aug 2008
Guild: Fuzzy Physics Institute
Profession: E/
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All Trader NPCs (materials, rare materials, runes, scrolls, and dye) are consignment. They *can* run out of product. This has, in fact, happened several times over the last couple of years on days that Nick the Traveler asked for some material and players rush to buy it rather than take the time to farm it. It has also happened with the Rune Trader when some game update makes a particular profession or build suddenly popular and large numbers of players develop a need for particular runes and/or insignia. This happened, for example, when the ritualist got a serious makeover, making the profession very attractive to a large number of players who had no previous interest.
Last edited by BrettM; Sep 25, 2011 at 08:26 PM // 20:26.. |
Sep 26, 2011, 12:54 AM // 00:54 | #84 | |
Jungle Guide
Join Date: Mar 2010
Location: Denizen of Tyria since Feb. 2009
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Guild Wars is indeed a beautifully well thought out game. It's somewhat spoiled me to the point that no other really holds a candle to it. |
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Sep 26, 2011, 04:04 AM // 04:04 | #85 |
Ascalonian Squire
Join Date: Sep 2011
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Yes, I'm equally impressed. I can't believe I've missed hearing all about this game over the years it's been out. Glad we finally discovered it.
We made it to Lion's Arch tonight about mid way through level 14. We stopped doing some of the side quests and started following the main story line. Interesting so far, we're torn between following it through here in Prophecies or moving over to Factions or Nightfall for a change of pace. We will definitely head over to pick up new armor, but then we have to decide which direction to take. We probably won't hit EotN until we're 20. We've started finding gold items, which is exciting. I'm still figuring out how to enhance stuff and I've been accumulating a number of runes and insignias. What kind of weapon setup is favored by most Monks? Staves look powerful but are 2H and cost me the ability to use an offhand item. I would imagine a good setup would be a powerful 1H with some kind of enhanced offhand item. I honestly haven't thought too much about it so far, relying mostly on Healing Spirits and Smiting. In the 6 mans we are doing now I'm finding less opportunity to Smite and have my hands full healing and removing for the group, so I may ratchet up Healing Spirits a bit and move Smiting down a tad. I always enjoy dungeons. Are those strictly post-20 or are there some accessible to us at this level? I don't mind waiting, but I'd hate to pass up an opportunity to try something out because I didn't know about it. Very cool talking to some of you in game so far. Thanks for saying hi and for all the great suggestions and gestures, they are appreciated. Winter & Summer |
Sep 26, 2011, 04:57 AM // 04:57 | #86 | |||
Jungle Guide
Join Date: Mar 2010
Location: Denizen of Tyria since Feb. 2009
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It mostly comes down to the mods. Wand can take a wrapping and an inscription. Focus can take a core and an inscription. Whereas a staff can take a head, wrapping, and inscription, and has an inherent 20% chance to halve recharge of spells. But not all the wrappings and cores and heads offer the same bonuses across weapons. And you cannot use the same type of inscription on a focus as you can on a spellcasting weapon. For example, you can't get an enchantment duration increase on a wand or focus, but you can on a staff (and martial weapons). Conversely, a lot of casters favor "40/40" sets, which can only be accomplished with a wand+focus. There are other factors to consider, like energy, etc., but I think I've made this even more confusing enough already. What you choose is determined in part by what you want to do, what you need your build to do, and what's comfortable or available to you. It's actually common practice in PvP to have multiple weapon sets and equip them based on the given situation at the moment. Monks with spears and shields are even quite common. Quote:
In the strictest sense, "dungeons" are only available in Eye of The North. Naturally, because you're treated as a level 20 in North, you could access them as soon as you could get to them. Some are more difficult than others. Other dungeon-like areas in GW are known as elite missions. Some require you to be ascended, others are so deep in the campaigns that you'd already be level 20 by the time you get there. I think your first stepping-stone to dungeon-/elite area-crawling should be in North, where entrance is free and a wipe doesn't mean the end of the run. I think Sorrow's Furnace is also pretty forgiving |
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Sep 26, 2011, 05:06 AM // 05:06 | #87 |
Furnace Stoker
Join Date: Sep 2008
Location: orlando,florida
Guild: Society of Souls [Argh]
Profession: Rt/E
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hi and welcome to gw! <3 i hope you and your wife enjoy it as much as i do. i to have a monk and working on titles with her. it can be hard to heal and smite. until your good at monking i subjest you stick to one part;example-healing only or smiting only. then once your good you can combine them. for weapon sets some perfer staffs only,while others prefer wands/offhands. i dont know about others but i think atm since your only doing pve weapon sets shouldnt matter to much.
and since its your first time playing getting nf heroes would make proph easer. and you can do dungeons at lvl 10 if you want but it would be easer to be lvl 20 to do them. they are like side quests and most only do them for the eotn titles/item drops. |
Sep 26, 2011, 07:04 AM // 07:04 | #88 |
Jungle Guide
Join Date: Dec 2005
Location: Scotland
Guild: Fuzzy Physics Institute
Profession: E/
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Actually, apart from hopping over to another campaign to pick up better armour and heroes or a particular skill, I'd advise sticking to the Prophesies line thereafter. I may be a traditionalist, but there's a certain sense of achievement to be gained from the completion of the original storyline.
It's also (imho) the most difficult in terms of playing experience, but the learning curve is shallower, so once completed, you will have a pretty good idea of general PvE mechanics. |
Sep 26, 2011, 03:24 PM // 15:24 | #89 |
Ascalonian Squire
Join Date: Sep 2011
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We've decided we would like to try and hop over to Nightfall to pick up Heroes and some armor and then continue on with the Prophecies campaign. I'm real fuzzy on how that will work, though, so we need a little more info before we decide and I couldn't find these answers on the net.
I know that we have to take two quests open up travel to Elona and Cantha, and that upon completion of these quests we'll be able to take transports there. Then we get quests to get Heroes. Will they start at our level or at level 1? Can I get them all at once or are we going to have to spend significant time there doing quests before we have them all? Will we be well into level 20 before we head back to Tyria? Heroes look like a very cool addition to the game and we're excited about experimenting with them. The only question is ... now or later. Thanks |
Sep 26, 2011, 04:00 PM // 16:00 | #90 | |
Krytan Explorer
Join Date: Apr 2009
Location: Sweden
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All EotN heroes start at lvl 20. In NF the early heroes' start at <20, but from kourna and onwards it's like lvl 17+. I'm not entierly sure what the first heroes' that you get when coming from another campaign start at, but I think it's lvl 15. |
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Sep 26, 2011, 04:01 PM // 16:01 | #91 |
Ascalonian Squire
Join Date: Dec 2005
Guild: Karma Reborn
Profession: E/Me
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First off - Welcome!
With regards to the question about heroes, heroes are acquired throughout the game as a progression through the various storylines or by completing sidequests. They all have set levels that are usually correspondent with the point at which they are acquired within the storyline. In other words, some of the early heroes you gain at the beginning of Nightfall will be lower level, whereas heroes that are gained further along, and all heroes in Eye of the North, are automatically level 20. (here's the link to the wiki page for an idea of which quests result in which heroes: http://wiki.guildwars.com/wiki/Heroes) Also, the nice thing about Guild Wars with it's relatively low level cap is that you should find yourself up to level 20 fairly quickly without being concerned about it. As I believe was mentioned earlier, Prophecies has the slowest level curve of all the campaigns (which it sounds you are right on target with so far). Cantha and Nightfall both have a "starter island" where the player is usually under 20, and by the time they reach the "mainland" they are already or close to level 20. These "mainlands" are the other 80% of the campaign so it's far from over Anddd last bit of advice, all campaigns have 2 sidequests associated with them that allows the player to gain extra attribute points (for a total of 200). As a Prophecies character you will need to eventually progress further along through the Prophecies story in order to access these quests for your characters. While the attribute points are far from necessary to complete the game, it certainly gives you more flexibility with your builds! Hope you're enjoying the game! |
Sep 26, 2011, 04:04 PM // 16:04 | #92 |
Krytan Explorer
Join Date: Apr 2009
Location: Sweden
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I was going to edit in the link that bdude987 just posted... so I'll complement his post instead with this link regarding attribute quests http://www.guildwiki.org/Attribute_quest
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Sep 26, 2011, 05:18 PM // 17:18 | #93 |
Ascalonian Squire
Join Date: Mar 2011
Location: Random Arena
Guild: Noble Honor
Profession: Mo/W
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Good to hear that you are getting some heros and armour for your long road to finishing proff campaign. This will make you the most efficiently for your level and make the long proff campaign a breeze. Its not my fav campaign but each to there own. I still need to give you inscription and staff head for that staff I gave you. Maybe see you later.
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Sep 26, 2011, 05:40 PM // 17:40 | #94 |
Academy Page
Join Date: Sep 2006
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There is actually a standardised set of weapons for PvP (not so much for PvE, as there is not as much need for hairwidth minmaxing).
First, you can click 'Weapon Sets' button and enable all four weaponset slots. These are shown as 4 bubbles in your lower right corner, unless you edited your interface. You can instantly swap your weapons using F1-F4 keys. The key to understanding the below is that swapping weapons may push your energy below 0, but it will then still regenerate, enabling you to cast once you get above 0, or by swapping into a weapon set with more energy. Typical setup for monks - this will use all 4 sets; you will be hitting all of F1-F4 keys: 1) +5 energy spear + +health shield (possibly multiple shields with mods vs fire, cripple, daze, depending on what you will encounter). This is your kiting set. While you won't meet the requirement for shield, you still get 1/2 its armour bonus (that's +8 armour, giving you about 15% damage reduction). 2) -5 energy spear, shield as above: this is most relevant for PvP, unless you play in the area when mobs drain your energy. It's called 'energy hiding set' - by reducing your max energy to only 25, that's max that can be drained from you. Once you weapon swap, you can immediately cast. 3) 40/40 healing or protection set (depending on the type of monk you're playing): meaning both focus and wand with 50% reduction to recharge and casting time, 20% chance (giving a total of... actually 36% chance). Note that you can cast at a very high rate in this set, so watch your energy. 4) high energy set: focus and wand with +15 energy / -1 energy regen. This totals +30 energy but will half your energy regen. Swap into this set *only* in an emergency, when a boost of 30 energy will save the team. Obviously, if you spam-cast in this set, you will be below 0 in all other sets, but you should still swap into them so you can recover at normal speed. Weapon swapping for warriors: I've played them much less, so don't take this as any kind of a reference, but common approach is to have Vampiric set (for extra damage), Zealous set (for energy management while attacking), Furious or elemental set (for either extra adrenaline or to get around warrior armour bonus) of whichever weapon you choose, plus Furious spear for ranged adrenaline gain. In PvE, instead of the Furious spear, take a longbow or a flatbow (*any* longbow or flatbow, you only need it for its range) to pull monsters. But don't worry about this until you're much further along. Yes, a full set with max mods does cost a bit and requires some effort to obtain. Also, gwpvx wiki tends to list preferred gear with every build. Some builds do require a non-standard setup. |
Sep 26, 2011, 06:15 PM // 18:15 | #95 | ||||
Desert Nomad
Join Date: Apr 2010
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First of all welcome! I've been reading this topic for days and I think you got great advice (and I really love how you two are approaching the game), even if now I'd like to tell my opinion on few things
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You get none from Cantha, as they are missing in that campaign as well. From Eye of the North you get 2 straight away, a monk and an elementalist, while the rest is onward in the storyline. they're both all lvl 20. From Elona you get straight away the other 2 monks, a dervish and a warrior, all lvl 15. With little questing you can get a necromancer, an assassin (the latter is not worth the effort imho) and the choice between an elementalist and a ranger. If I'm not wrong those are lvl 11 when you get them. The rest in Elona requires going through the storyline instead. Quote:
Erhm I wrote too much...have fun |
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Sep 26, 2011, 06:39 PM // 18:39 | #96 | |
Desert Nomad
Join Date: Aug 2008
Guild: Fuzzy Physics Institute
Profession: E/
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The quest to unlock travel to Nightfall is much more difficult than unlocking travel to Cantha or EotN. The henchmen in LA are utterly useless for this quest and you don't yet have heroes, so I would advise you to enlist the help of a level 20 player or two for the task. (I failed so badly on my first attempt that I gave up on going to Nightfall until after I finished Prophecies. Feel free to PM me if you would like some help with this. I'm on most evenings US eastern time, and much of the weekends.) When you arrive in Kamadan, you will immediate receive a quest to step outside the city gates and receive four heroes of level 15: a warrior, a dervish, and two monks. A set of upgraded (but not max) weapons for these heroes will appear in your inventory. You can, if you wish, go right back to LA at this point and proceed with Prophecies, but I advise staying in Nightfall for a short while to pick up additional heroes. The dervish will be useless to you in Prophecies because you will not be able to buy or capture any skills for her in that campaign, so you can just ignore her unless you plan an extended stay in Nightfall. The warrior may not be terribly useful, as your wife already has that covered. One of the monks will be useful as a second healer/protter for areas with larger team sizes, and the other can be made into a dedicated smiter, which will also be useful to you. If you stay, then you can carry out a short series of quests (only one of them presenting any challenge) that will bring you to the Consulate Docks outpost, which is where maximum armor can be crafted. Also at Consulate Docks you can take additional quests that will let you add a level 15 necromancer and assassin to your lineup. Forget about the assassin for now, but the necromancer can be an extremely important hero, either as a minion master or as a curser. (You can have the best of both worlds, since you will each have this hero. One of you can set up a minion master and the other a curse necro.) You also have an option when you arrive in Kamadan to recruit a level 12 hero, which can be your choice of elementalist or ranger. Since there are two of you, each should choose a different hero. If you were alone, I would firmly recommend choosing the ranger, because the other ranger heroes take much longer to obtain and you can get an ele hero easily with a quick trip to EotN if you want one. Don't let the number of heroes and the need to upgrade their skills, armor, and weapons overwhelm you. Remember that Prophecies was designed before heroes existed. They start out far stronger than any of the Prophecies henchmen in the mid-level areas, and you will easily be able to upgrade them by the time you need to do so, so there is no great rush to equip them immediately. |
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Sep 26, 2011, 06:39 PM // 18:39 | #97 | |
Furnace Stoker
Join Date: May 2006
Profession: R/
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> Has all but one set dyed full black. Moving on, I'd like to applaud the enthusiastic community support that the OP is receiving. It's actually a little heartwarming to see people going so far to help a new, interested player, and I hope that other new players are lurking and getting tips themselves. |
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Sep 26, 2011, 11:28 PM // 23:28 | #98 | ||
Ascalonian Squire
Join Date: Sep 2011
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Tonight! ---------- Quote:
I've always disliked pet management, and yet always loved games that allowed me to have personalized autonomous Heroes that gained experience and grew with me as I moved through a campaign. Mostly I'm thinking of RPGs and TBS games we've played where I was able to nurture a companion's growth alongside my own. Fun. So the idea is intrinsically interesting to me. I'm not looking for easy, I like and want challenge. Frankly it's one of the things I love about this game, it's not some dumbed-down stand-in-one-place-and-spam-buttons kind of experience. There are tactics to consider and my decisions actually make a difference in how the game plays out. So the idea of having Heroes isn't to make finishing the campaign easier, but to give us the chance to have more input into what happens and get the rewards of having companions grow with us. Thanks for your wonderful input, Mintha! |
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Sep 27, 2011, 02:12 AM // 02:12 | #99 | |
Jungle Guide
Join Date: Mar 2010
Location: Denizen of Tyria since Feb. 2009
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Because you and your wife have only played Mo/E and W/Mo so far, you've not had the opportunity to unlock many skills on your account that heroes of other professions could use (it is beneficial that you both went monk, though, since you saw how important it is to not be stuck with a henchman monk). So Mintha's advice is on target for a new player in that situation -- henchmen generally have useful skillbars that make a bit of sense. Now, when I was starting out, I wanted to use heroes as soon as I could. So I scrounged up the money I had and I went to work creating temporary characters. (All heroes belonging to any of your characters can use any skill that you've unlocked across your entire account.) I made one of each profession in Factions and/or Nightfall and I did the newbie training quests. You get free starter skills this way, some of which your new heroes don't yet know. (I think this is quicker in Nightfall, but is necessary in Factions for Assassin and Ritualist, at least.) I also took advantage of my new temp characters to buy useful skills that didn't say "unlocked" from the skill trainers at under 1 platinum. (And in Nightfall, I went ahead and did those Minor Vigor rune quests a few times, too.) It's a little more work that way, but it's a lot cheaper than earning the money to buy skills at 1 platinum a pop on your main characters. That's what I did. You may decide that that's too much effort and prefer to just hang with henchmen until you can afford to buy skills normally. That's what makes horseracing. However, even if you don't use your heroes right away, recruiting the initial group from Nightfall as soon as possible is important. You can still choose to adventure with henchmen while your heroes wait in the wings. However, when you accept quest rewards (in outposts), you'll want to load your sub-20 heroes into your party panel so they can gain the experience, too. That way, by the time you're ready to use them, they'll have leveled up a bit. I do think grabbing the necro hero from Consulate Docks and using him would be very helpful to you, though. Minions can be a great monster distraction. |
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Sep 27, 2011, 07:20 AM // 07:20 | #100 |
Ascalonian Squire
Join Date: Sep 2011
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I'd like to get to Consulate Docks now if for no other reason than to get the armor, but I can't figure out how. I'm assuming it's an early destination on the primary quest line in NF, but we spent most of the night training our new Heroes and didn't really advance into the quest line.
What a fun game mechanic! Heroes are much better than I expected them to be. I do hope they don't wind up making things too easy, early indications sure give that impression, but I don't think we've had anything serious thrown at us just yet. Anyway, we made it to Kamadan! We will probably do the Factions access quest, too, just to have it. Star_Jewel, I love your suggestion of making Factions and NF starting characters. I already did that earlier to get the bag quests and I think I picked up some skills along the way (Assassin and Paragon?), so I'll probably just use those chaacters to unlock more skills. The fun level just went up a lot of notches! |
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